We’re going to add a new block that has a custom JSON model (that is, one defined completely by us, not one of Mojang’s).
The first thing we’ll need to do is create a block class. We need to create a new class instead of just using the BlockBase
class because w’ll need to override a couple of methods to have the model render properly. Our BlockPedestal
class will extend our BlockBase
class so we can use the code we’ve already written for item model registration.
The two methods we’ll be override are isOpaqueCube
and isFullCube
. In both of these methods, we’ll want to return false from both of these methods in order to change some of the default Minecraft behavior.
isOpaqueCube
is used to determine if this block should cull faces of the adjacent block. Since our block doesn’t take up the entirety of the 1m^3 cube, we’ll want to return false
so the faces of adjacent blocks can be seen behind our block.
isFullCube
is used to determine if light should pass through the block. Once again, we’ll want to return false
because our block is less than 1m^3 so we’ll want light to propgate through it.
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package net.shadowfacts.tutorial.block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
public class BlockPedestal extends BlockBase {
public BlockPedestal() {
super(Material.ROCK, "pedestal");
}
@Override
@Deprecated
public boolean isOpaqueCube(IBlockState state) {
return false;
}
@Override
@Deprecated
public boolean isFullCube(IBlockState state) {
return false;
}
}
Next, we’ll need to register our pedestal block in our ModBlocks
class.
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// ...
public class ModBlocks {
// ...
public static void init() {
// ...
pedestal = register(new BlockPedestal());
}
// ...
}
Don’t forget to add a localization for the pedestal block!
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# Blocks
# ...
tile.pedestal.name=Pedestal
# ...
Next we’ll need to create a blockstate file at assets/tutorial/blockstates/pedestal.json
that tells Forge which model to use for the normal variant and the inventory variant.
Note: See Basic Forge Blockstates for more information about the Forge blockstate format.
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{
"forge_marker": 1,
"variants": {
"normal": {
"model": "tutorial:pedestal"
},
"inventory": {
"model": "tutorial:pedestal",
"transform": "forge:default-block"
}
}
}
Our blockstate file does a couple of things.
- It instructs Forge to use the model at
assets/tutorial/models/block/pedestal.json
for both thenormal
andinventory
variants. - It uses the
forge:default-block
transformation for the inventory variant. This makes the block appear at the proper angle in the inventory and in the hand.
Now we need to create the Pedestal model itself. The model will be located at assets/tutorial/models/block/pedestal.json
.
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{
"textures": {
"pedestal": "blocks/stonebrick",
"particle": "blocks/stonebrick"
},
"elements": [
{
"from": [3, 0, 3],
"to": [13, 11, 13],
"faces": {
"down": {
"uv": [0, 0, 10, 10],
"texture": "#pedestal",
"cullface": "down"
},
"north": {
"uv": [0, 0, 10, 11],
"texture": "#pedestal"
},
"south": {
"uv": [0, 0, 10, 11],
"texture": "#pedestal"
},
"west": {
"uv": [0, 0, 10, 11],
"texture": "#pedestal"
},
"east": {
"uv": [0, 0, 10, 11],
"texture": "#pedestal"
}
}
},
{
"from": [2, 11, 2],
"to": [14, 12, 14],
"faces": {
"down": {
"uv": [0, 0, 12, 12],
"texture": "#pedestal"
},
"north": {
"uv": [0, 0, 12, 1],
"texture": "#pedestal"
},
"south": {
"uv": [0, 0, 12, 1],
"texture": "#pedestal"
},
"west": {
"uv": [0, 0, 12, 1],
"texture": "#pedestal"
},
"east": {
"uv": [0, 0, 12, 1],
"texture": "#pedestal"
}
}
},
{
"from": [1, 12, 1],
"to": [15, 13, 15],
"faces": {
"down": {
"uv": [0, 0, 14, 14],
"texture": "#pedestal"
},
"up": {
"uv": [0, 0, 14, 14],
"texture": "#pedestal"
},
"north": {
"uv": [0, 0, 14, 1],
"texture": "#pedestal"
},
"south": {
"uv": [0, 0, 14, 1],
"texture": "#pedestal"
},
"west": {
"uv": [0, 0, 14, 1],
"texture": "#pedestal"
},
"east": {
"uv": [0, 0, 14, 1],
"texture": "#pedestal"
}
}
}
]
}
The model has two primary parts, the textures
and the elements
.
The textures
section contains a map of texture name to the location of the texture itself. We define the pedestal
texture as blocks/stonebrick
and then reference it using #pedestal
in the face texture
attribute. (The particle
texture is used by Minecraft to generate the block breaking particle.)
The elements
section is an array of the elements in the model.
Each element has 3 properties:
from
: This is the bottom/left/backmost point of the element.to
: This is the top/right/frontmost point of the elemnt. With thefrom
property, this is used to determine the size of the element.faces
: This is an object containg a map of directions to faces. All the faces are optional.
Each face has several properties:
texture
: This is the texture to use for the face. This can be a reference to a predefined texture (e.g.#pedestal
) or a direct reference (e.g.blocks/stonebrick
).uv
: This is an array of 4 integer elements representing the minimum U, mimumin V, maximum U, and maximum V (in that order).cullface
: This is optional. If specified, this face will be culled if there is a solid block against the specified face of the block.